3e82fce446
To re-enable tests, instead of compiled code patching, inlined code is used. Inlined code is only installed in test. Review URL: http://codereview.chromium.org/108015 git-svn-id: http://v8.googlecode.com/svn/branches/bleeding_edge@1892 ce2b1a6d-e550-0410-aec6-3dcde31c8c00
459 lines
17 KiB
C++
459 lines
17 KiB
C++
// Copyright 2006-2008 the V8 project authors. All rights reserved.
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// Redistribution and use in source and binary forms, with or without
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// modification, are permitted provided that the following conditions are
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// met:
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//
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// * Redistributions of source code must retain the above copyright
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// notice, this list of conditions and the following disclaimer.
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// * Redistributions in binary form must reproduce the above
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// copyright notice, this list of conditions and the following
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// disclaimer in the documentation and/or other materials provided
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// with the distribution.
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// * Neither the name of Google Inc. nor the names of its
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// contributors may be used to endorse or promote products derived
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// from this software without specific prior written permission.
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//
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// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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// "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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// LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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// A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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// OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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// SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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// LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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// DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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// THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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#ifndef V8_ARM_CODEGEN_ARM_H_
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#define V8_ARM_CODEGEN_ARM_H_
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namespace v8 { namespace internal {
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// Forward declarations
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class DeferredCode;
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class RegisterAllocator;
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class RegisterFile;
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enum InitState { CONST_INIT, NOT_CONST_INIT };
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enum TypeofState { INSIDE_TYPEOF, NOT_INSIDE_TYPEOF };
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// -------------------------------------------------------------------------
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// Reference support
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// A reference is a C++ stack-allocated object that keeps an ECMA
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// reference on the execution stack while in scope. For variables
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// the reference is empty, indicating that it isn't necessary to
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// store state on the stack for keeping track of references to those.
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// For properties, we keep either one (named) or two (indexed) values
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// on the execution stack to represent the reference.
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class Reference BASE_EMBEDDED {
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public:
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// The values of the types is important, see size().
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enum Type { ILLEGAL = -1, SLOT = 0, NAMED = 1, KEYED = 2 };
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Reference(CodeGenerator* cgen, Expression* expression);
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~Reference();
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Expression* expression() const { return expression_; }
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Type type() const { return type_; }
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void set_type(Type value) {
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ASSERT(type_ == ILLEGAL);
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type_ = value;
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}
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// The size the reference takes up on the stack.
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int size() const { return (type_ == ILLEGAL) ? 0 : type_; }
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bool is_illegal() const { return type_ == ILLEGAL; }
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bool is_slot() const { return type_ == SLOT; }
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bool is_property() const { return type_ == NAMED || type_ == KEYED; }
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// Return the name. Only valid for named property references.
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Handle<String> GetName();
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// Generate code to push the value of the reference on top of the
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// expression stack. The reference is expected to be already on top of
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// the expression stack, and it is left in place with its value above it.
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void GetValue(TypeofState typeof_state);
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// Generate code to push the value of a reference on top of the expression
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// stack and then spill the stack frame. This function is used temporarily
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// while the code generator is being transformed.
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inline void GetValueAndSpill(TypeofState typeof_state);
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// Generate code to store the value on top of the expression stack in the
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// reference. The reference is expected to be immediately below the value
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// on the expression stack. The stored value is left in place (with the
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// reference intact below it) to support chained assignments.
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void SetValue(InitState init_state);
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private:
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CodeGenerator* cgen_;
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Expression* expression_;
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Type type_;
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};
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// -------------------------------------------------------------------------
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// Code generation state
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// The state is passed down the AST by the code generator (and back up, in
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// the form of the state of the label pair). It is threaded through the
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// call stack. Constructing a state implicitly pushes it on the owning code
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// generator's stack of states, and destroying one implicitly pops it.
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class CodeGenState BASE_EMBEDDED {
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public:
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// Create an initial code generator state. Destroying the initial state
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// leaves the code generator with a NULL state.
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explicit CodeGenState(CodeGenerator* owner);
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// Create a code generator state based on a code generator's current
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// state. The new state has its own typeof state and pair of branch
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// labels.
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CodeGenState(CodeGenerator* owner,
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TypeofState typeof_state,
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JumpTarget* true_target,
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JumpTarget* false_target);
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// Destroy a code generator state and restore the owning code generator's
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// previous state.
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~CodeGenState();
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TypeofState typeof_state() const { return typeof_state_; }
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JumpTarget* true_target() const { return true_target_; }
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JumpTarget* false_target() const { return false_target_; }
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private:
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CodeGenerator* owner_;
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TypeofState typeof_state_;
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JumpTarget* true_target_;
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JumpTarget* false_target_;
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CodeGenState* previous_;
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};
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// -------------------------------------------------------------------------
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// CodeGenerator
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class CodeGenerator: public AstVisitor {
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public:
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// Takes a function literal, generates code for it. This function should only
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// be called by compiler.cc.
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static Handle<Code> MakeCode(FunctionLiteral* fun,
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Handle<Script> script,
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bool is_eval);
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#ifdef ENABLE_LOGGING_AND_PROFILING
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static bool ShouldGenerateLog(Expression* type);
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#endif
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static void SetFunctionInfo(Handle<JSFunction> fun,
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int length,
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int function_token_position,
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int start_position,
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int end_position,
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bool is_expression,
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bool is_toplevel,
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Handle<Script> script,
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Handle<String> inferred_name);
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// Accessors
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MacroAssembler* masm() { return masm_; }
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VirtualFrame* frame() const { return frame_; }
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bool has_valid_frame() const { return frame_ != NULL; }
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// Set the virtual frame to be new_frame, with non-frame register
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// reference counts given by non_frame_registers. The non-frame
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// register reference counts of the old frame are returned in
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// non_frame_registers.
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void SetFrame(VirtualFrame* new_frame, RegisterFile* non_frame_registers);
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void DeleteFrame();
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RegisterAllocator* allocator() const { return allocator_; }
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CodeGenState* state() { return state_; }
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void set_state(CodeGenState* state) { state_ = state; }
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void AddDeferred(DeferredCode* code) { deferred_.Add(code); }
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bool in_spilled_code() const { return in_spilled_code_; }
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void set_in_spilled_code(bool flag) { in_spilled_code_ = flag; }
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private:
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// Construction/Destruction
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CodeGenerator(int buffer_size, Handle<Script> script, bool is_eval);
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virtual ~CodeGenerator() { delete masm_; }
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// Accessors
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Scope* scope() const { return scope_; }
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// Clearing and generating deferred code.
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void ClearDeferred();
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void ProcessDeferred();
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bool is_eval() { return is_eval_; }
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// State
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bool has_cc() const { return cc_reg_ != al; }
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TypeofState typeof_state() const { return state_->typeof_state(); }
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JumpTarget* true_target() const { return state_->true_target(); }
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JumpTarget* false_target() const { return state_->false_target(); }
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// Node visitors.
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void VisitStatements(ZoneList<Statement*>* statements);
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#define DEF_VISIT(type) \
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void Visit##type(type* node);
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NODE_LIST(DEF_VISIT)
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#undef DEF_VISIT
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// Visit a statement and then spill the virtual frame if control flow can
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// reach the end of the statement (ie, it does not exit via break,
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// continue, return, or throw). This function is used temporarily while
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// the code generator is being transformed.
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void VisitAndSpill(Statement* statement);
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// Visit a list of statements and then spill the virtual frame if control
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// flow can reach the end of the list.
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void VisitStatementsAndSpill(ZoneList<Statement*>* statements);
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// Main code generation function
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void GenCode(FunctionLiteral* fun);
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// The following are used by class Reference.
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void LoadReference(Reference* ref);
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void UnloadReference(Reference* ref);
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MemOperand ContextOperand(Register context, int index) const {
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return MemOperand(context, Context::SlotOffset(index));
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}
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MemOperand SlotOperand(Slot* slot, Register tmp);
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MemOperand ContextSlotOperandCheckExtensions(Slot* slot,
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Register tmp,
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Register tmp2,
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JumpTarget* slow);
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// Expressions
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MemOperand GlobalObject() const {
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return ContextOperand(cp, Context::GLOBAL_INDEX);
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}
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void LoadCondition(Expression* x,
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TypeofState typeof_state,
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JumpTarget* true_target,
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JumpTarget* false_target,
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bool force_cc);
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void Load(Expression* x, TypeofState typeof_state = NOT_INSIDE_TYPEOF);
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void LoadGlobal();
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void LoadGlobalReceiver(Register scratch);
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// Generate code to push the value of an expression on top of the frame
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// and then spill the frame fully to memory. This function is used
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// temporarily while the code generator is being transformed.
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void LoadAndSpill(Expression* expression,
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TypeofState typeof_state = NOT_INSIDE_TYPEOF);
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// Call LoadCondition and then spill the virtual frame unless control flow
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// cannot reach the end of the expression (ie, by emitting only
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// unconditional jumps to the control targets).
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void LoadConditionAndSpill(Expression* expression,
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TypeofState typeof_state,
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JumpTarget* true_target,
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JumpTarget* false_target,
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bool force_control);
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// Read a value from a slot and leave it on top of the expression stack.
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void LoadFromSlot(Slot* slot, TypeofState typeof_state);
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void LoadFromGlobalSlotCheckExtensions(Slot* slot,
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TypeofState typeof_state,
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Register tmp,
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Register tmp2,
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JumpTarget* slow);
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// Special code for typeof expressions: Unfortunately, we must
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// be careful when loading the expression in 'typeof'
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// expressions. We are not allowed to throw reference errors for
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// non-existing properties of the global object, so we must make it
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// look like an explicit property access, instead of an access
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// through the context chain.
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void LoadTypeofExpression(Expression* x);
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void ToBoolean(JumpTarget* true_target, JumpTarget* false_target);
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void GenericBinaryOperation(Token::Value op, OverwriteMode overwrite_mode);
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void Comparison(Condition cc, bool strict = false);
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void SmiOperation(Token::Value op,
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Handle<Object> value,
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bool reversed,
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OverwriteMode mode);
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void CallWithArguments(ZoneList<Expression*>* arguments, int position);
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// Control flow
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void Branch(bool if_true, JumpTarget* target);
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void CheckStack();
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struct InlineRuntimeLUT {
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void (CodeGenerator::*method)(ZoneList<Expression*>*);
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const char* name;
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};
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static InlineRuntimeLUT* FindInlineRuntimeLUT(Handle<String> name);
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bool CheckForInlineRuntimeCall(CallRuntime* node);
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static bool PatchInlineRuntimeEntry(Handle<String> name,
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const InlineRuntimeLUT& new_entry,
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InlineRuntimeLUT* old_entry);
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Handle<JSFunction> BuildBoilerplate(FunctionLiteral* node);
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void ProcessDeclarations(ZoneList<Declaration*>* declarations);
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Handle<Code> ComputeCallInitialize(int argc);
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Handle<Code> ComputeCallInitializeInLoop(int argc);
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// Declare global variables and functions in the given array of
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// name/value pairs.
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void DeclareGlobals(Handle<FixedArray> pairs);
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// Instantiate the function boilerplate.
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void InstantiateBoilerplate(Handle<JSFunction> boilerplate);
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// Support for type checks.
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void GenerateIsSmi(ZoneList<Expression*>* args);
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void GenerateIsNonNegativeSmi(ZoneList<Expression*>* args);
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void GenerateIsArray(ZoneList<Expression*>* args);
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// Support for arguments.length and arguments[?].
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void GenerateArgumentsLength(ZoneList<Expression*>* args);
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void GenerateArgumentsAccess(ZoneList<Expression*>* args);
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// Support for accessing the value field of an object (used by Date).
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void GenerateValueOf(ZoneList<Expression*>* args);
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void GenerateSetValueOf(ZoneList<Expression*>* args);
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// Fast support for charCodeAt(n).
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void GenerateFastCharCodeAt(ZoneList<Expression*>* args);
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// Fast support for object equality testing.
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void GenerateObjectEquals(ZoneList<Expression*>* args);
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void GenerateLog(ZoneList<Expression*>* args);
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// Methods and constants for fast case switch statement support.
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//
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// Only allow fast-case switch if the range of labels is at most
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// this factor times the number of case labels.
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// Value is derived from comparing the size of code generated by the normal
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// switch code for Smi-labels to the size of a single pointer. If code
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// quality increases this number should be decreased to match.
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static const int kFastSwitchMaxOverheadFactor = 10;
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// Minimal number of switch cases required before we allow jump-table
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// optimization.
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static const int kFastSwitchMinCaseCount = 5;
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// The limit of the range of a fast-case switch, as a factor of the number
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// of cases of the switch. Each platform should return a value that
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// is optimal compared to the default code generated for a switch statement
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// on that platform.
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int FastCaseSwitchMaxOverheadFactor();
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// The minimal number of cases in a switch before the fast-case switch
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// optimization is enabled. Each platform should return a value that
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// is optimal compared to the default code generated for a switch statement
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// on that platform.
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int FastCaseSwitchMinCaseCount();
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// Allocate a jump table and create code to jump through it.
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// Should call GenerateFastCaseSwitchCases to generate the code for
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// all the cases at the appropriate point.
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void GenerateFastCaseSwitchJumpTable(SwitchStatement* node,
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int min_index,
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int range,
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Label* default_label,
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Vector<Label*> case_targets,
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Vector<Label> case_labels);
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// Generate the code for cases for the fast case switch.
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// Called by GenerateFastCaseSwitchJumpTable.
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void GenerateFastCaseSwitchCases(SwitchStatement* node,
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Vector<Label> case_labels,
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VirtualFrame* start_frame);
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// Fast support for constant-Smi switches.
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void GenerateFastCaseSwitchStatement(SwitchStatement* node,
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int min_index,
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int range,
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int default_index);
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// Fast support for constant-Smi switches. Tests whether switch statement
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// permits optimization and calls GenerateFastCaseSwitch if it does.
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// Returns true if the fast-case switch was generated, and false if not.
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bool TryGenerateFastCaseSwitchStatement(SwitchStatement* node);
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// Methods used to indicate which source code is generated for. Source
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// positions are collected by the assembler and emitted with the relocation
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// information.
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void CodeForFunctionPosition(FunctionLiteral* fun);
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void CodeForReturnPosition(FunctionLiteral* fun);
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void CodeForStatementPosition(Node* node);
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void CodeForSourcePosition(int pos);
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#ifdef DEBUG
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// True if the registers are valid for entry to a block.
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bool HasValidEntryRegisters();
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#endif
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bool is_eval_; // Tells whether code is generated for eval.
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Handle<Script> script_;
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List<DeferredCode*> deferred_;
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// Assembler
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MacroAssembler* masm_; // to generate code
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// Code generation state
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Scope* scope_;
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VirtualFrame* frame_;
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RegisterAllocator* allocator_;
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Condition cc_reg_;
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CodeGenState* state_;
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// Jump targets
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BreakTarget function_return_;
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// True if the function return is shadowed (ie, jumping to the target
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// function_return_ does not jump to the true function return, but rather
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// to some unlinking code).
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bool function_return_is_shadowed_;
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// True when we are in code that expects the virtual frame to be fully
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// spilled. Some virtual frame function are disabled in DEBUG builds when
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// called from spilled code, because they do not leave the virtual frame
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// in a spilled state.
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bool in_spilled_code_;
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static InlineRuntimeLUT kInlineRuntimeLUT[];
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friend class VirtualFrame;
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friend class JumpTarget;
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friend class Reference;
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DISALLOW_COPY_AND_ASSIGN(CodeGenerator);
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};
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} } // namespace v8::internal
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#endif // V8_ARM_CODEGEN_ARM_H_
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